﻿Shader "SongShaderDemo/SpecularReflectioDemo"
{



		Properties{
			_MainTex("Main Tex", 2D) = "white" {}
		}
			SubShader{
				Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}

				Pass {
					CGPROGRAM

					#pragma vertex vert
					#pragma fragment frag

					sampler2D _MainTex;

					struct a2v {
						float4 vertex : POSITION;
						float3 uv : TEXCOORD0;
					};

					struct v2f {
						float4 pos : SV_POSITION;
						float2 uv : TEXCOORD0;
					};

					v2f vert(a2v v) {
						v2f o;
						o.pos = UnityObjectToClipPos(v.vertex);

						o.uv = v.uv;
						// Mirror needs to filp x
						o.uv.x = 1 - o.uv.x;

						return o;
					}

					fixed4 frag(v2f i) : SV_Target {
						return tex2D(_MainTex, i.uv);
					}

					ENDCG
				}
		}
			FallBack Off
	

}
